﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.Rendering.CommandBufferExecutionFlags
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

#nullable disable
namespace UnityEngine.Rendering
{
  /// <summary>
  ///   <para>Flags describing the intention for how the command buffer will be executed. Set these via CommandBuffer.SetExecutionFlags.</para>
  /// </summary>
  public enum CommandBufferExecutionFlags
  {
    /// <summary>
    ///   <para>When no flags are specified, the command buffer is considered valid for all means of execution. This is the default for new command buffers.</para>
    /// </summary>
    None = 0,
    /// <summary>
    ///   <para>Command buffers flagged for async compute execution will throw exceptions if non-compatible commands are added to them. See ScriptableRenderContext.ExecuteCommandBufferAsync and Graphics.ExecuteCommandBufferAsync.</para>
    /// </summary>
    AsyncCompute = 2,
  }
}
